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New morale system
New morale system Posted on [11/02/2019] à 19:55

Hmm… Seeing that board makes me think about the new HoN CE box. It would be nice if the new core platoons could have an NCO added somewhere. There may not be room on the punchboards, but it would be nice to bring the new platoons up to the Standard devised since Strategic Resupply.


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Remember: If you are not willing to shell your own position you are not willing to win!

New morale system Posted on [12/02/2019] à 07:56

I don't see how they can fit the NCO tiles on the V2 core box unless they add another punchboard. I think it might be better if they do a sort of "Jack-of-all-trades" expansion that gives us new style aircraft, new style artillery and the NCOs (for all 3 factions?).


This is supposed to be a joyful occasion. Lets not bicker and argue about who killed who.

New morale system Posted on [12/02/2019] à 08:42

It would not be that difficult. Look at Easy Company.


Turn one of the Fire Teams into a Fire Team with an NCO.


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Remember: If you are not willing to shell your own position you are not willing to win!

New morale system Posted on [12/02/2019] à 09:15

Oh, I understood you wrong and thought you wanted the NCO option tile added to V2 core.


But, yes, giving the NCO ability to some units is easy.


Make 1 of the platoons fire team into NCO (gold border and NCO ability), representing the platoon sergeant.


The other, optional, squads stay the way they are.


This is supposed to be a joyful occasion. Lets not bicker and argue about who killed who.

New morale system Posted on [15/02/2019] à 22:40

Finished my fith game. It's not going well for the Allies… The AXIS of Baddies have won 4 games out of 5.


I had my first major bummer of the campaign happen. Lady Britain was removed from the campaign. I just got to realise how good she was and I really, really wanted for her to survive so that I could use her abilities again. But no, alas, the werewolves got to her. I couldn't stop them.

Anjas wolfpack ripped the whole Red Devil force to shreds…


And now the campaign goes on without Lady Britain… *snif*


Anyway, this was the first game in the campaign where I used a heavy vehicle – the British Tetrarch tank, landed in a glider.


I hadn't realised until now that the morale system affects tanks too!

The Tetrach got SHAKEN when the Heinrich Walker tank ran around it and got a good hit. I used "it bounced right off" card to turn the hit into suppression. And that gave the tank SHAKEN status. I could not give it orders!

Luckily, Col. Roberts was nearby, so he ran towards the tank and the SHAKEN got removed.


But you have to be real careful with the tanks when using the morale system or the tanks will stop fighting!


I cannot wait to get a tank heavy scenario under way to test this.


This is supposed to be a joyful occasion. Lets not bicker and argue about who killed who.

New morale system Posted on [18/02/2019] à 11:45

After badly mauling the Red Devils the dark forest, the Wolfpack retreats back in to the safety of the compound while the British paratroopers fall back to regroup.


Morning comes and it is a time to follow the beach assaults for awhile.

Operation Tin Man is starting and the US forces prepare for their assault on the beaches.


First assault will take Place in the Easy Beach, that is the easternmost of the three beaches. The US infantry mount their landing boats while the germans prepare to receive the assault in their bunkers lining the beach.


New game and a new test for the Morale system. This time I'm using the D-Day expansion.


The germans start with 150 points in the 3 bunkers and 1 sandbag position (2 bunkers are the L-shape variant while the remaining one is just 1 square big.). There are 2 minefields and long strings of barbed wire to top the defences.


I started the 3 HMG's in the bunkers and a fire team in the sand bag position. I put the lieutenant in one of the bunkers and purchased a feldwebel to put in another one. These officers will keep those HMG's firing, despite the new morale rules.


The first setback for the defenders happened right away in the first turn as an US .30 cal team (aided by a card that added more movement points + a card that allowed them to fire normally after the movement) ran up the beach, set up the machine gun and used suppressing fire on the sandbag position. The German fire team was suppressed and SHAKEN. So I cannot give orders to them anymore. But, being in a sandbag position, they can still use the opportunity fire, even without orders. (I actually forgot to fire with the fire team using the opportunity fire in the first turn. That happens some times 🙄 )


The lone HMG in the single square bunker is just asking for a suppressing fire and a SHAKEN token, but so far the long range across the beach has saved it. I need to get an officer behind the bunker as soon as the reinforcements arrive.


The first turn firing was effective as 1 HMG destroyed a landing boat and another HMG killed the US flamer team.


First turn reinforcements for the US included a Sherman tank and a pair of .30 cal HMG's. Also, Cowboy arrived and I put him into the Sherman.

The destroyed landing boat limited my options about where to put the reinforcements.


Anyway, I had to leave the game there and will continue today.


So far the Morale rules are affecting my deployments for the both sides quite nicely. The US side have plenty of officers spread out through the beach (They started with Big Joe on the beach in addition to the 3 lieutenants). So even if the landing boat sunk, the US forces in it weren't given SHAKEN tokens (exept for the one lieutenant on board. While he kept everybody else from getting SHAKEN, he himself got a token).


In case you are wondering, I'm using all of the Kelly's Heroes in this game (even if the rules allow just 1 hero) as I wanted for them to operate as a team. Since the reinforcements are randomly drawn from a bag, I might not get all of the heroes in the game, though. So far, 2 out of 5 have arrived the beach.


The next two beach assault games will be the Mike Beach (Majestic forces will be landing there) and Whiskey Beach (Ranger heavy force will be tangling with this cliff filled beach).


I actually built all of the beach maps on the table already: Whiskey Beach on bottom, Mike Beach on top of that and the current game, Easy Beach on top of that. So I'll be playing 3 D-Day scenarios, one after another.


This is supposed to be a joyful occasion. Lets not bicker and argue about who killed who.

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